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WarrenSchultz
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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
WarrenSchultz replied to maja's topic in KSP1 Mod Releases
Feeling like an idiot now, but figured out a solution. Because it is compatible with KF wheels (of which I have 6), i can throttle down the motor limit on each one to bring it into range. -
[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
WarrenSchultz replied to maja's topic in KSP1 Mod Releases
If not, that could make a handy feature if it's not too hard to implement. A check box for "Limit speed to available power" or something similar. I don't care that it'll take a while, I just want it to start rolling -
[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
WarrenSchultz replied to maja's topic in KSP1 Mod Releases
Hm. Thanks for checking. On mine it is coming up with 8.19 required power (and 1.50 Ec/s generated). It's a 6 wheel vehicle instead of 4, so that may be part of the difference between mine and yours on the requirement. It could be that I don't drive at full speed? Is there a way to adjust what speed the mod uses to calculate power draw? Edit: To be clear, I saw this in the docs, and didn't think I was hitting that in the real world, but that may also have to do with using 3:1 gearing for the rover? "To start moving, your power production must be at least 35% of wheels max consumption in case of rovers. In case of ships, you must have enough of fuel or electric power for operating engines." -
[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
WarrenSchultz replied to maja's topic in KSP1 Mod Releases
So, I'm not sure if this is an end-user error or a bug. I'm going to go with end-user error, and you can tell me if I'm wrong. I've got a small rover using a pair of RTGs (PB-NUK) for primary power. They generate enough EC to keep the rover going indefinitely, with a ~+1 EC. I have a backup Karbonite generator onboard, which will allow it to run with BV, but turning on only Batteries in the control panel, or nothing enabled both say that there's not enough EC to work. Is +1 EC insufficient margin? Is there another configuration issue I'm missing? I saw that the latest version adds NFE/System Heat support, so I'm not sure if I need to do anything different to allow functionality. (If it's a bug, let me know, and I'll share logs.) Thanks! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
WarrenSchultz replied to RoverDude's topic in KSP1 Mod Releases
Ah! That's super helpful, thank you. I had one of both types of container, and the message doesn't specify which route requires the resource as far as I remember. Thanks! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
WarrenSchultz replied to RoverDude's topic in KSP1 Mod Releases
Interesting. Sort of gaming the system I think, without thinking through it fully. I hadn't thought of that. I needed colony supplies to establish the departure terminal, which honestly surprised me as a prereq. Changing that would be the other way around to solve the problem. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
WarrenSchultz replied to RoverDude's topic in KSP1 Mod Releases
Logistics costs? With the credit requirements to ship, it makes more sense for proceeding through the game to utilize off-world resources. But at earlier stages of Wolf establishment, you can't establish even a basic Kerbin orbit travel route without colony supplies, which seems a little silly. Scarcity makes sense, absence doesn't. Just like the real world. *shrug* I can edit the savegame files to fix it to my own preference, it just doesn't fit with the existing logic of the resource system (nor the real world). Right, so, I may absolutely missing something here in the requirements, but how do you create Specialized Parts without those rare materials? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
WarrenSchultz replied to RoverDude's topic in KSP1 Mod Releases
Huh, ok. What's the logic on this? How can you create colony supplies to ship to colonies? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
WarrenSchultz replied to RoverDude's topic in KSP1 Mod Releases
Playing with the Wolf mechanisms, and I'm a bit confused. I've dug around the threads, and understand that resources are determined procedurally based on the stock game to some degree, but I thought there was still some correlation to the MKS resource system. Using SCANSAT for MKS works great, and I can find resources. Using it for WOLF however, I seem to be missing something. Specifically, Highlands on Kerbin should have some concentration of ExoticMinerals and RareMetals, but performing a survey in that biome reveals the same standard resources found elsewhere on Kerbin between KSC and there (Shores, Grasslands). In order to create resources for ColonySupplies, those are required materials, but I can't figure out what I'm missing. Thanks! -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
WarrenSchultz replied to TriggerAu's topic in KSP1 Mod Releases
A quick fix to drag & drop sorting, your comment about separators clued me in. Edit the config text file for ARP, and remove the separator items from the list. You can even edit it while in the SPH, save, and go to the runway, and it will reload the config. At that point, the separators should be gone, and dragging items should work. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
WarrenSchultz replied to RoverDude's topic in KSP1 Mod Releases
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